Left 4 Dead 2

Left 4 Dead 2

True Dead
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Update: 9 Aug, 2017 @ 4:18pm

v2.3
Fix, some players who do not use a Bot AI mod, were having problems when they die. The game wasn't resetting the round. This should be fixed now.

!killbots chat command added for the players who added some bot but don't wait them to die.

Survivor corpses (ragdolls) can be revived by defibs now. (Ragdolls may be hidden if there are so many zombie ragdolls visible, defib should work though)

Defibs now spawns so rare. In fact, It should be almost like only scripted defibs can be found.

Survivors stagger when they shove each other.

Better melee weapon durability tracking for multiplayer.

Losing melee durability when hitting other survivor.

Melee durability HUD disabled during multiplayer. Weapons still will break. Only the HUD hidden. (Because of the Hud limitation every body sees same HUD)

Update: 7 Aug, 2017 @ 7:43pm

v2.2
Debug; DEBUG messages added for some hint events.

Fix; Last update had messed up the finales, they should be completable now.

Fix; No more gibbed but alive zombies because of the chainsaw.

Fix; No more Shotgun sounds that can be heard no matter how far it is.

Melee weapon breaking sound added.

Support for Residentevil1 map mod melee weapons. (They supposed to be super overpowered, so I added exceptional one hit kill for them)

Better OnInfectedHurt weapon tracking for multiplayer.

Smaller and Adjusted Melee durability HUD placement for vanilla HUD. (Hopefully it works on most of the resolutions)

"sv_infinite_ammo" cheat is now makes melee durability infinite.

Pipe bomb fuse shortened to 3 second and beeps made into 1 second counters.

Scripted Tank spawns now spawn a mob of zombie instead of a Tank. (this makes much more sense especially in c7m1_dock and c5m5_bridge)

Custom Panic and Custom Horde methods added to imitate vanilla panic events. All panic events and alarms now should spawn zombie mobs.
+ Vanilla panic events included (A single panic event now max a half minute long with 6 secons mobs frequency, no panic last until the end of the level )
+ Horde events last till you stop the alarm or complete the mission. (most of them feel like vanilla, except a few intentional exception)
+ Car alarms included. (they are a single panic event.)
+ A trick for Alarm stop buttons detection included.
+ Panic stages of the finale levels included (they are vanilla panic events)
+ c1m2_streets gunshop / cola mission alarm included
+ c1m3_mall shop window alarm included
+ c2m2_fairgrounds carousel noise included
+ c2m3_coaster coaster alarm included
+ c2m4_barns ticket booth noises (manual) / winning the carnival games(panic) included
+ c3m1_plankcountry now much less alarmed. The panic after the ferry should stop in a minute or so.
+ (I only note the maps that need special fix, most of the alarms and loud noises that causes panic event work thanks to new Custom Panic. )

TODO:
Maybe Limited ammo piles.
Search for needs for exculusive panic events

Update: 3 Aug, 2017 @ 7:33pm

v2.1
Fix; No more 1hp backfire damage when melee one hit kills.

Melee durability system improved. Durability value of each weapon is saving separately, and don't reset when you drop and pick back them.

Item durabilities changed a little.

Supported Rectus's custom weapon mods is now droppable. (even they count as melee weapons. And yes, they are overpowered, but I like them)


TODO:
Custom panic event zombie spawner

Update: 2 Aug, 2017 @ 8:16pm

v2.0
Melee durabilities increased to double.

Zombie damages reduced by 40% compared to previous version.

Survivor now turning to ragdolls when they die. (Not perfect, but better than solid corpses. Especially, when they are falling edges or slopes.)

A system for revive yourself by killing 5 zombies when you are incapacitated added.

+ "Fight for your life" revive system counter seperated from VSLib counter, so it can be used for total InCap Kill counter.


TODO:
Improve Melee durability, durability saving by index number, fix to reset on drop.

Update: 2 Aug, 2017 @ 4:37am

v1.9.3
Fix; accidentally deleted Tank Removing script is back. (Oops..)
Mob spawns and zombie damage in the Finales re-adjusted.

Update: 1 Aug, 2017 @ 12:55pm

addoninfo file update

Update: 1 Aug, 2017 @ 11:27am

v1.9.2
Support for all un-official addon melee weapons. (Every melee that is extra has same durability with fireaxe)

You can't drop melee anymore. (To prevent pistol dublicate and durability resetting when you drop melee)

CommonLimit in c5m2_park is reduced a little.

Frying pan now breaks little bit easier.

Update: 1 Aug, 2017 @ 11:20am

v1.9.2

Update: 1 Aug, 2017 @ 9:23am

v1.9.1
Support for Rectus's custom weapon mods (they are melee based), they don't wear off or show durability hud while using them. (They are kind of overpowered though.)

Melee durability script moved into AllowTakeDamage from OnInfectedHurt.

Fix; Melee durability doesn't fall when zombies get hurt by molotov or bomb while you holding melee anymore.

Fix; Melee durability HUD doesn't hide when you take an (bomb, molotov, or health) item anymore.

Mob spawns removed. Now when you clear an area it should stay clear. (Except final levels)

Exceptional director options for the Parish map 2 (c5m2_park) to make Mob spawns on for logical Bus station quarantine zone alarm.


TODO:
"Zombies killed while incapacitated" based un-incap system

Update: 31 Jul, 2017 @ 4:06pm

v1.9
Melee damages remained same, but zombies can be killed with one slasher melee weapon hit to legs and stomach body groups,
(because mouth hbox registered in stomach. #Valve...)

+ Also, bats and guitars now kill with one hit to stomach (because mouth hbox registered in stomach. Again, #Valve...)

Uncommon zombies that have no real head hitgroup now can be killed with one sniper or slasher melee hit.

(These changes above, should fix the "headless or legles zombie" issues in last update.)

Snipers still powerful but now they don't kill with one hit when you hit the arms, shoulders or back.

A system for Melee Type Detection based on viewmodel added. (It is WIP, it might change)

A Very Basic Melee Durability system added. (This definitely will be changed. Right now it is just there to balance the melee power.)

+ If you swing your melee when you close to a zombie you will deliver more damage but your weapon will take more damage too.

+ Also, if you swing to hit a gathered group of zombies at once (like safe room doors) your weapon will take a huge damage.

+ All melee weapons have different durabilities. For example Powerful Blades are less durable than blunt weapons like the baseball bat.

+ A Small melee durability status percentage HUD can be seen on top of the player health while holding a melee weapon.
+ There are Warnings for the low Weapon durability and Weapon breakage.

(There is a problem about this basic version of the Melee Durability system; when you drop a melee weapon and take it back durability resets to full 100%. As I said this is very WIP version and will be fixed.)

TODO:
Zombieskilledwhileincapacitated based un-incap system